One of my group DMs (Who got most of us playing/DMing) told me a bit ago that when buying a magic weapon you pay the cost to enhance it +1 through +5 and then need to pay the cost again for whatever bonus the enchantment asks for. My question is: Do you really need to pay both times?
Braingamer wrote:
Ah, I overlooked them. I knew something was off :I. Thanks for pointing this out though, I was planning to grab a hand crossbow. Oh and just noticed I put this in the wrong forum, that's my bad.
Been looking through ranger and I think I'm good to go except on one part. I wanted to play a crossbow ranger, but I can't find anywhere where it tells me I become proficient with them just for taking the bonus feats. So my question is, do I take Exotic Weapon Proficiency (Crossbow) as one of my regular feats or do I just assume I'm good to go? Extra note: My DM thought it odd that it wasn't listed and just told me to take it as a feat, mostly asking for future reference.
Cyrad wrote:
For the feats I honestly just took a shot in the dark. I ran some of them by some friends, but none of us have ever tried to make our own. The biggest thing I tried to do was not overpower them, but I will admit, some of them I was just making them up for no reason. As for the background information areas, I can see what you mean. Thanks for the feedback, I'll probably end up scrapping the feats for a bit, but if I ever return to them, I'll keep what you said in mind. As for the background, I'll elaborate on it tonight sometime after my game.
Blakmane wrote:
Yeah, the more I look at the stat allocation, the more I dislike it. I've since removed the Monstrous Humanoid type for a Aquatic Humanoid (Which gives me back 3 RP) and have taken the "Choose +2 in any two stats" option. Seems a bit much, but this is only a 10RP race. I also put some spell resist with the extra 2 points I had. As much as I love making new stuff, I think I agree with you. I already kind of allude to them learning language from other sea races, it would probably help to make it a native Aquan speaker. Thanks for the input though :D I'll keep all of this in mind as I update it.
Secret Wizard wrote:
Most of what I've done with this was based off the "Create a Race" section of the PFSRD. 1. I thought of this, but in my search for reference art, it never seemed to look as good as it sounds. Plus, it was my way of giving them 8 limbs hahaha 2. Ah, on the create a race page it doesn't really elaborate well on the subtypes (My fault for not pursuing them further) I think i will go with your suggestion. 3. This was a option listed in the page I used, they had these odd requirements that needed to be met in order to follow the RP costs. The reason I chose CHA (Over the possible WIS) was because a Scylla, the creature I based them off, was known to be beautiful. Which I agree is a stretch for what I was going for. 4. Good to hear :D Thanks for taking the time to read through it, I'll keep this all in mind as I edit it.
Ilda Racial Arcetypes: Monk of the Four Tentacles: At 1st level you gain Art of the Tentacle (Ilda) as a bonus feat. This replaces "Bonus Feat" At 6th level you gain Ink Jet (Ilda) as a bonus feat. This replaces "Bonus Feat" At 10th level you gain Tentacle Style (Ilda) as a bonus feat. This replaces "Bonus Feat" Fast Movement (Swim) At 3rd Level, a monk gains an enhancement bonus to her swim speed. Wearing armor or carrying a medium or more load negates this. See Monk Table for numbers. This replaces "Fast Movement" Aquatic Trick At 5th level you can use your swim speed to launch yourself out of water as if moving at top speed. You add your level to swim checks and by spending a ki point can gain a +20 to swim checks for 1 round. This Replaces "High Jump" Water Step At 12th level you can use your swim speed to move across any foot deep body of water or larger. This costs 1 ki per round. This Replaces "Abundant Step" Improved Ink Jet At 15th level a Monk of the Four Tentacles can call upon its octopus roots to cast a powerful ink jet. The ink normally only blinds targets (1d4+1 rounds, DC 10 + con mod + half the class level Reflex Save) if it hits, but by spending 1 ki points you can choose to make it have acidic, freezing or flaming effects once per day. Acidic: Adds 3d6 acid damage and the target must make a DC 10+class level+wis mod fortitude save or be permanently blinded. Freezing: Adds 3d6 cold damage and the target must make a DC 10+class level+wis mod fortitude save to not be frozen. If frozen, targets are slowed for 1d4+1 rounds. Flaming: Adds 6d6 fire damage and the target must make a DC 10+class level+wis mod fortitude save or be burned for 1d6 for 1d4+1 rounds. This Replaces "Quivering Palm"
These are extremely experimental! Racial Feats: Strong Tentacles (Ilda) You have lived your life traveling the oceans be it by running from predators or pure adventurous craving and have honed your Tentacles at propeling you forward in the water. Prerequisites: Ilda Race. Benefit: Your swim speed increases by +20 feet. Special: If your Ilda loses their tentacles, you lose this feat. Though, if you were to somehow regain your tentacles, you can regain this feat. Strong Tentacles, Improved (Ilda) Your time as an adventurer has led you to further hone your Tentacles' strength. Prerequisites: Ilda Race, Class level 9, Strong Tentacles Benefit: Your swim speed increases by a further +10 feet. Special: If your Ilda loses their tentacles, you lose this feat. Though, if you were to somehow regain your tentacles, you can regain this feat. Mountain Tentacles (Ilda) The land in your travels has been troublesome and dangerous, but you have figured out a way to use the sucction cups on your tentacles to climb. Prerequisites: Ilda Race, Class level 3, Strong Tentacles Benefit: You gain a +4 Racial Bonus to climb checks and can climb up flat surfaces. Special: If your Ilda loses their tentacles, you lose this feat. Though, if you were to somehow regain your tentacles, you can regain this feat. Ink Jet (Ilda) You call upon your octopus roots to spit ink from your mouth. Prerequisites: Ilda Race. Benefit: You gain the ability to shoot ink from your mouth which can blind targets. 1d4+1 rounds, DC 10 + con mod + half class level Reflex Save. Art of the Tentacle (Ilda) Combat is not usually something you and your people engage in by choice, but you have found it to be nesessary to fight for your life or at least for fun. So you trained yourself to fight with your tentacles. Prerequisites: Ilda Race, Class level 9, Improved Strong Tentacles Benefit: You gain a natural slam attack that deals 1d6 + your strength modifier. Special: You can take this feat multiple times, each time you gain another natural attack up to a total of 4. If your Ilda loses their tentacles, you lose this feat. Though, if you were to somehow regain your tentacles, you can regain this feat. Tentacle Style (Ilda) The masters of combat among the Ilda, how few there are, have honed their tentacles to strike foes for lethal damage and to be agile. Prerequisites: Ilda Race, Art of the Tentacle Benefit: All your tentacle attacks are now considered Unarmed attacks for bonuses. You also now deal 1d8 damage + Strength Modifier and can trip or grapple a target as a free action after your first tentacle attack each round. Special: If your Ilda loses their tentacles, you lose this feat. Though, if you were to somehow regain your tentacles, you can regain this feat. Spell Ink (Ilda) The Ilda were born of magically combined humans and octopi, this has led to magical effects being realized in those adept at casting. Prerequisites: Ilda Race, Ink Jet, Caster level 2 Benefit: Can create a stationary 20ft radius mist of ink even underwater. This mist lasts 2 rounds and cannot be blown away. On command the mist can entangle all targets inside imparing movement for 1 round. This ability can be cast twice a day.
I'm looking for criticism on a homebrew race I've been working on. The basic concept of it is: Make a Scylla-like race without any level adjust stuff and keep it balanced. (I've also created a few racial feats and one racial archetype that I hardly put any work into, I'll post them in a separate message under this one) Thanks ahead of time, sorry for the long read. The shy Ilda are a race of half octopus, half human bound together long ago by powerful wizards; a match usually thought to be the dreaded Scylla. With this conclusion being made among most races, they were seen as a danger to be hunted. Despite the peaceful nature they come from, the Ilda retreated into the seas to brood their hatred into every tale. Their newborn are often taught that other races are evil and have fear driven into them to keep them from wandering to civilization. However, Ilda have free thought and in older ages, some have wandered into the life of an adventurer. Alternatively, some groups have even kidnapped Ilda before, selling them into various positions. Physical Description:
that, they look entirely human. Their Tentacles are very squishy, making them not fit for combat normally. Though they can be used to lift smaller objects. Their human looks generally allure those normally attracted to their gender, which makes some Ilda very charismatic, even towards other races despite their willingness to engage them. Society:
story tellers as kings. The one tasked with carrying on their history always ends up being headmaster of the town. Because of the shy nature of these ocean dwellers towards other races, they do not talk with outside races, regardless of temperment. This also means that Ilda are forbidden from leaving. If contact was made with the wrong people, their way of life could be in danger. Though, this does not always stop Ilda of age from venturing out on some quest. All things aside, the Ilda can be very charismatic among themselves and are a very proud race. This is why they now tell stories to talk down upon the other races of the world. Relations:
water dwelling races, which is where they learned to create language. When it comes to land races, they are often very hostile and bitter. Alignment/Religion: The Ilda follow a code that states they not leave their home. Because of this, most Ilda are Lawful even if they have left home. They often times worship lesser known water gods. Adventurers: It is rare that the Ilda ever leave their homes and often times only do so by force. Though it is not unheard of for some Ilda to stray out on their own in search of proving their race worthy to others. What classes does your race tend to favor?: Wizard, Sorcerer, Druid and Cleric. Age: Adulthood: 18 Male Names: Houpar, Gooplar, Jublou, Filpi. (Male Suffixes: ar, lou, pi, lar) Female Names: Looble, Lubly, Hooblia, Filoub. (Female Suffixes: le, ly, lia, oub) Monstrous Humanoid (3 RP) (Humanoid Aquatic) Monstrous humanoids have the darkvision 60 feet racial trait.
Medium (0 RP) Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Slow Speed (–1 RP) The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance. Swim (2 RP) Prerequisites: None.
grants. All Swim speed is lost if 3 or more of the 4 Tentacles are removed by any means and returns if regenerated (Do not regenerate naturally) Specialized (1 RP) Prerequisites: Pick either mental or physical ability scores.
other type. (+2 CHA, +2 INT, -2 STR) Xenophobic (0 RP) Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the underground regions). Members of this race with high Intelligence scores can choose from any of these additional languages. Racial:
Negative Traits:
Defensive Trait:
Prerequisites: None.
ground. Feat and Skill Racial Trait:
Prerequisites: None.
Other Traits:
Prerequisites: Swim racial trait.
Prehensile Tentacles (2 RP) Prerequisites: None.
tentacles, but they can retrieve small, stowed objects carried on their persons as a swift action. Acts as one tentacle despite having four. |